Hello Escapists
Lately I've been thinking a lot about the concept of permadeath in games in general, or at the very least a "consequential loss" state. I'm dabbling a bit in the creation of a videogame concept, as a creative outlet for myself. In this game which is supposed to be a multiplayer RPG, I've opted to go for permadeath once you die, cause it just made the most sense to me.
As I was explaining my views to a friend of mine, she sounded almost horrified by the idea that you'd risk losing your character in the game. I tried explaining my opinion on the risk vs. reward it creates, but I could tell she still wasn't sold on the idea.
While it's still appealing to me, because I feel that it creates tension, even provokes an adrenaline rush at times, it got me thinking about how it might be possible to make the idea of permanently losing your character a little less threatening, perhaps even offering a benefit in the next playthrough.
Personally I love the way permadeath has been handled in a lot of games, like DayZ because it's more about the journey and player interaction than getting all teh lewtz. Or EVE online because you're often largely responsible for bringing yourself in danger so it's not really that much of an unexpected suckerpunch, not to mention you can ensure some of your stuff. Or even Minecraft, again because you're mostly responsible for the potential danger you put yourself in, so if you die it's cause you f*cked up, but the risk is often worth the shiny materials. I'm not going to mention roguelikes cause that's kinda their thing afterall.
What's your own opinion of games with permadeath? What about it makes it appeal, or not appeal to you? Or if there are certain games that do it better than others, what is it about them that makes a difference?
And finally, what do you reckon would be necessary to make permadeath in a multiplayer seem more appealing, or just less threatening?
TL;DR:
- Permadeath in games
- Do you like it? yes? no? why?
- What do you think permadeath needs to work in a multiplayer?
Lately I've been thinking a lot about the concept of permadeath in games in general, or at the very least a "consequential loss" state. I'm dabbling a bit in the creation of a videogame concept, as a creative outlet for myself. In this game which is supposed to be a multiplayer RPG, I've opted to go for permadeath once you die, cause it just made the most sense to me.
I'll try to keep it brief
The game is supposed to be a first-person multiplayer sandbox and RPG in a completely interactable and destructible low-fantasy world (a man can dream)
Mechanically it's very action oriented and skill dependant, rather than gear and number dependant.
Progression happens in the form of unlocking new skills and abilities, without actually ever scaling up, or increasing your base health and damage output. The intention is that every player is equal regardless of level, the higher level players will just have more mechanics available to play with.
This ties in with the reason behind my choice of permadeath. Even if you die, you're able to jump back into the game without any major setback, you're still able to compete with higher level players and pick up where you left off.
Another core premise of the game is that I want it to make sense in relation to itself. A sort of logical consistency throughout, as in the worldss laws of physics remain constant, species have evolutionary ancestry, everything has a reason to exist, what's available to the player is available to NPC's and vice versa. Nothing will be "just because" or "magic did it!". At least as much as possible.
This, again, is another reason I've opted to go with permadeath. Because if players could ressurect, ressurection would have to be a possible phenomenon within the game's own univers, and all of a sudden everyone safe for the poorest of peasants can become effectively immortal.
Ideally, it'll be a "fantasy simulator".
The game is supposed to be a first-person multiplayer sandbox and RPG in a completely interactable and destructible low-fantasy world (a man can dream)
Mechanically it's very action oriented and skill dependant, rather than gear and number dependant.
Progression happens in the form of unlocking new skills and abilities, without actually ever scaling up, or increasing your base health and damage output. The intention is that every player is equal regardless of level, the higher level players will just have more mechanics available to play with.
This ties in with the reason behind my choice of permadeath. Even if you die, you're able to jump back into the game without any major setback, you're still able to compete with higher level players and pick up where you left off.
Another core premise of the game is that I want it to make sense in relation to itself. A sort of logical consistency throughout, as in the worldss laws of physics remain constant, species have evolutionary ancestry, everything has a reason to exist, what's available to the player is available to NPC's and vice versa. Nothing will be "just because" or "magic did it!". At least as much as possible.
This, again, is another reason I've opted to go with permadeath. Because if players could ressurect, ressurection would have to be a possible phenomenon within the game's own univers, and all of a sudden everyone safe for the poorest of peasants can become effectively immortal.
Ideally, it'll be a "fantasy simulator".
As I was explaining my views to a friend of mine, she sounded almost horrified by the idea that you'd risk losing your character in the game. I tried explaining my opinion on the risk vs. reward it creates, but I could tell she still wasn't sold on the idea.
While it's still appealing to me, because I feel that it creates tension, even provokes an adrenaline rush at times, it got me thinking about how it might be possible to make the idea of permanently losing your character a little less threatening, perhaps even offering a benefit in the next playthrough.
Personally I love the way permadeath has been handled in a lot of games, like DayZ because it's more about the journey and player interaction than getting all teh lewtz. Or EVE online because you're often largely responsible for bringing yourself in danger so it's not really that much of an unexpected suckerpunch, not to mention you can ensure some of your stuff. Or even Minecraft, again because you're mostly responsible for the potential danger you put yourself in, so if you die it's cause you f*cked up, but the risk is often worth the shiny materials. I'm not going to mention roguelikes cause that's kinda their thing afterall.
What's your own opinion of games with permadeath? What about it makes it appeal, or not appeal to you? Or if there are certain games that do it better than others, what is it about them that makes a difference?
And finally, what do you reckon would be necessary to make permadeath in a multiplayer seem more appealing, or just less threatening?
I've been playing around with the idea that players might keep some of their previously earned experience for a new character.
Perhaps some of thier more valuable stored items could be passed on as heirlooms.
I'm thinking there should definitely be some kind of incentive to not kill other players to prevent griefing. While still making it a viable self-defense without ultimately getting punished for it.
Perhaps some of thier more valuable stored items could be passed on as heirlooms.
I'm thinking there should definitely be some kind of incentive to not kill other players to prevent griefing. While still making it a viable self-defense without ultimately getting punished for it.
TL;DR:
- Permadeath in games
- Do you like it? yes? no? why?
- What do you think permadeath needs to work in a multiplayer?